Share this post

Link to post

Share on other sites

While it seems to be the economically "smart" thing to do to NOT talk about the shortcomings of your product (and then sometimes to just ignore the complaints after you cash in the money), we are trying to run things a bit differently here at IXEG.

I would therefore like to share a list of things that will NOT be in version 1.0, and also give a little background of why, and wether we are planning to add it later. I will try to make this list as encompassing as possible, if I forget something, please don´t sue me! I will add/remove from this list as warranted.

Aircraft visual 3D model

Operating doors (passenger, service, cargo) - omitted due to time constraints, definitely planning to add later

Outboard landing lights moving lamps - omitted due to time constraints, definitely planning to add later (the light effect itself is working)

Ancilliary vehicles (catering, fuel truck, loading crew) - we have a basic push-back truck and a GPU, the rest will not be added since there is no easy way to make it look/move "realistic" (without knowing where buildings etc. are)

Wingflex - not added because its a lot of effort and the real wings don´t flex much. Might be added at a later stage, dependent on user feedback

3D Pilots in Cockpit - not added because we don´t have a good model and its hard to get that right. Will the guy just sit there? Smile at you? Pick his nose? Very hard to get a realistic person. Not ruling out taking a stab at that later.

Fully fleshed out galleys and cabin interior. Omitted due to time constraints, definitely planning to add later. For now a basic, low-res placeholder 3D cabin is in place.

Cockpit entry mechanism and moving cockpit door. Omitted due to time constraints, definitely planning to add moving cockpit door later, the security entry mechanism will not be added, due to security reasons.

Opening cockpit windows. Omitted due to time constraints, definitely planning to add later. The mechanism is in place, but we need to code the ensuing effects (pressurization, noise level, etc.)

Deployable emergency slides.Omitted due to time constraints, planning to add later.

Deploying oxygen masks. Omitted due to time constraints, planning to add later.

Sound effects/visual model for passengers and their (assumed) behaviour. Too complex a simulation off it´s own, most likely won´t be added for fear of having something repetitive or cheesy.

Cabin crew interaction. Omitted due to time constraints. Planning to have basic interaction, for opening doors, for example. Need to get sound-samples first, basic infrastructure in place, though.

Spoiler state showing correctly during replay. Since our spoiler code is fully customized, the default X-Plane datarefs that get captured for replay won´t work. We need to find a way around that, but definitely planning to add later.

"Eyebrow windows". We could possibly add those later, but they require a lot of effort (cut 3D model, add windows, etc.). Down on the priority list, but once we run out of things to fix, who knows ;-)

FMS

Pilot entered HOLDS. While we have database-inherent holds (like at the end of a missed approach), we won´t feature the HOLD page where you could enter all sorts of HOLDS. Omitted due to time constraints, definitely planning to add later.

RTA feature. Omitted due to time constraints, planning to add later, but low priority.

OFFSET feature. Omitted due to time constraints,planning to add later, but low priority.

ABEAM points (after shortcutting route, for example). Omitted due to time constraints, definitely planning to add later. You CAN enter stuff in the FIX page, and "find" a PBD point that way (enter a fix, enter a radial and a distance to see the green radial and distance-circle)

Entering user created waypoints (point-bearing-distance, for example) and using those in the flight-plan. Omitted due to time constraints, definitely planning to add later.

Display of "RTE DATA" on EHSI/map, i.e. showing ETA and restrictions next to waypoint. You can see that on the LEGS page, for now. Omitted due to time constraints, definitely planning to add later.

Automatic entry of performance data (weight, etc.). We might include that for the "ready to fly" scenario, not decided yet. For now it must be entered manually, if FMS performance assistance is desired (not mandatory).

GUI

Dedicated flight-planning software. We feel that this is not necessarily within the scope of our add-on. We model the plane like you get it after delivery from Seattle (+ free lifetime fuel!). There are plenty of flight-planning solutions out there, we include a basic "ballpark" fuel calculator.

Complex and visually appealing load+trim software. We feel that clicking empty seats to fill them and pulling sliders to load cargo is fun for a few times - but really all you get is a weight and a center of gravity. And you might just as well set those directly in the gui. We have simple sliders and click-buttons for that (or you can use the default X-Plane menus).

No way to output any CDU, EADI or EHSI onto an external device like iPad or such. Would like to have that (especially for cockpit builders), though.

No pop-out 2D displays of flight instruments/CDU/EFIS to make reading or entering stuff easier, no hiding of yoke to not obscure view. We feel that the ergonomics (or lack of) an airliner cockpit is an important part of the experience, so we don´t want to "help" too much. We have "preview pop-ups" of the EHSI when making changes on the EFIS control panel to help you see if you have the right setup.

No mousewheel scroll support for turning knobs. We are pretty happy with the click-hold and drag system, but if user demand is strong, we might add mousewheel scroll support later on.

Warning systems

TCAS. Omitted due to time constraints, definitely planning to add later. This is a VERY complex system, and to get it right (including all the modes, synchronized avoiding behaviour of both TCAS systems involved in the conflict, multiplayer aircraft, correct EADI display) will take a long time. You can hear the basic X-Plane audio warning, but no symbology or resolution advisory for now. The system is also very rarely used in real flight (fortunately), so the return on investment (development time) is very low.

EGPWS look-ahead feature (sheer-cliff protection). We do depict the terrain on the map, with correct colour shading. But the "Terrain ahead" and "Obstacle" warnings won´t be given for "look-ahead" scenarios. All other (conventional) modes are there, so you will get the "Terrain, Terrain", but later than the look-ahead warning would be issued. Omitted due to time constraints, possibly planning to add later.

Other systems

Wxr radar returns can only be displayed on the left EHSI/map. Omitted due to time constraints, definitely planning to add later.

Terrain colour display can only be shown on the left EHSI(map. Omitted due to time constraints, definitely planning to add later.

Flight attendant panel 1L. Including cabin light switches, ground service switch. Omitted due to time constraints, definitely planning to add later. The ground service switch can be "moved" through a sidebar menu.

Operating CB´s. We decided that most CB´s will never be moved in normal operation. We will add moveable CBs with the yellow collar later (to be used in abnormal situations), and possibly some others as well (standby altimeter vibrator!).

Automatic startup/shutdown "macros". Won´t add that. This plane is about realistic operation (it´s not hard!). If not desired, just select "ready to fly".

IRS using "false" position. It is not possible to deliberately enter a "false" position and have the IRS align to that. The entry will be rejected unless reasonably close to the real position. In the real plane the GPS would also "correct" your wrong entry (if close enough) or warn you. A position far from the old "shutdown" position would be rejected once. A wrong latitude would be detected during the alignment process...It would be a lot of coding effort to maintain a "wrong" position with the corresponding effects (map-shift, etc.)

A dedicated way to fly the same plane together in multiplayer. Something like smart-copilot, for example. Not added yet due to time constraints, but we are very eager to make something like this work. No promises, though, as getting this right for such a complex system with all of our internal variables and dataref is most likely very hard to accomplish.

Dedicated support for more advanced hardware like multiple thrust levers, flap levers, speed-brake levers and other cockpit hardware. Very eager and interested to make it work eventually, but nothing tested (might work, might not) for V1.0.

We are trying to be as upfront about the shortcomings of our model as possible. I have myself bought many aircraft for flight-simulations boasting great things, only to be disappointed. I want to avoid that for everyone, so if you find a "must have" feature on this list, I encourage you to hold off on purchase until we added your feature in a later patch.

I could make a feature list of things we have that would take you hours to read, but instead you can assume that our plane can do everything that the real one does, except for the things noted above.

Cheers, Jan

Share this post

Link to post

Share on other sites

While it seems to be the economically "smart" thing to do to NOT talk about the shortcomings of your product (and then sometimes to just ignore the complaints after you cash in the money), we are trying to run things a bit differently here at IXEG.

I would therefore like to share a list of things that will NOT be in version 1.0, and also give a little background of why, and wether we are planning to add it later. I will try to make this list as encompassing as possible, if I forget something, please don´t sue me! I will add/remove from this list as warranted.

Aircraft visual 3D model

Operating doors (passenger, service, cargo) - omitted due to time constraints, definitely planning to add later

Outboard landing lights moving lamps - omitted due to time constraints, definitely planning to add later (the light effect itself is working)

Ancilliary vehicles (catering, fuel truck, loading crew) - we have a basic push-back truck and a GPU, the rest will not be added since there is no easy way to make it look/move "realistic" (without knowing where buildings etc. are)

Wingflex - not added because its a lot of effort and the real wings don´t flex much. Might be added at a later stage, dependent on user feedback

3D Pilots in Cockpit - not added because we don´t have a good model and its hard to get that right. Will the guy just sit there? Smile at you? Pick his nose? Very hard to get a realistic person. Not ruling out taking a stab at that later.

Fully fleshed out galleys and cabin interior. Omitted due to time constraints, definitely planning to add later. For now a basic, low-res placeholder 3D cabin is in place.

Cockpit entry mechanism and moving cockpit door. Omitted due to time constraints, definitely planning to add moving cockpit door later, the security entry mechanism will not be added, due to security reasons.

Opening cockpit windows. Omitted due to time constraints, definitely planning to add later. The mechanism is in place, but we need to code the ensuing effects (pressurization, noise level, etc.)

Deployable emergency slides.Omitted due to time constraints, planning to add later.

Deploying oxygen masks. Omitted due to time constraints, planning to add later.

Sound effects/visual model for passengers and their (assumed) behaviour. Too complex a simulation off it´s own, most likely won´t be added for fear of having something repetitive or cheesy.

Cabin crew interaction. Omitted due to time constraints. Planning to have basic interaction, for opening doors, for example. Need to get sound-samples first, basic infrastructure in place, though.

Spoiler state showing correctly during replay. Since our spoiler code is fully customized, the default X-Plane datarefs that get captured for replay won´t work. We need to find a way around that, but definitely planning to add later.

"Eyebrow windows". We could possibly add those later, but they require a lot of effort (cut 3D model, add windows, etc.). Down on the priority list, but once we run out of things to fix, who knows ;-)

FMS

Pilot entered HOLDS. While we have database-inherent holds (like at the end of a missed approach), we won´t feature the HOLD page where you could enter all sorts of HOLDS. Omitted due to time constraints, definitely planning to add later.

RTA feature. Omitted due to time constraints, planning to add later, but low priority.

OFFSET feature. Omitted due to time constraints,planning to add later, but low priority.

ABEAM points (after shortcutting route, for example). Omitted due to time constraints, definitely planning to add later. You CAN enter stuff in the FIX page, and "find" a PBD point that way (enter a fix, enter a radial and a distance to see the green radial and distance-circle)

Entering user created waypoints (point-bearing-distance, for example) and using those in the flight-plan. Omitted due to time constraints, definitely planning to add later.

Display of "RTE DATA" on EHSI/map, i.e. showing ETA and restrictions next to waypoint. You can see that on the LEGS page, for now. Omitted due to time constraints, definitely planning to add later.

Automatic entry of performance data (weight, etc.). We might include that for the "ready to fly" scenario, not decided yet. For now it must be entered manually, if FMS performance assistance is desired (not mandatory).

GUI

Dedicated flight-planning software. We feel that this is not necessarily within the scope of our add-on. We model the plane like you get it after delivery from Seattle (+ free lifetime fuel!). There are plenty of flight-planning solutions out there, we include a basic "ballpark" fuel calculator.

Complex and visually appealing load+trim software. We feel that clicking empty seats to fill them and pulling sliders to load cargo is fun for a few times - but really all you get is a weight and a center of gravity. And you might just as well set those directly in the gui. We have simple sliders and click-buttons for that (or you can use the default X-Plane menus).

No way to output any CDU, EADI or EHSI onto an external device like iPad or such. Would like to have that (especially for cockpit builders), though.

No pop-out 2D displays of flight instruments/CDU/EFIS to make reading or entering stuff easier, no hiding of yoke to not obscure view. We feel that the ergonomics (or lack of) an airliner cockpit is an important part of the experience, so we don´t want to "help" too much. We have "preview pop-ups" of the EHSI when making changes on the EFIS control panel to help you see if you have the right setup.

No mousewheel scroll support for turning knobs. We are pretty happy with the click-hold and drag system, but if user demand is strong, we might add mousewheel scroll support later on.

Warning systems

TCAS. Omitted due to time constraints, definitely planning to add later. This is a VERY complex system, and to get it right (including all the modes, synchronized avoiding behaviour of both TCAS systems involved in the conflict, multiplayer aircraft, correct EADI display) will take a long time. You can hear the basic X-Plane audio warning, but no symbology or resolution advisory for now. The system is also very rarely used in real flight (fortunately), so the return on investment (development time) is very low.

EGPWS look-ahead feature (sheer-cliff protection). We do depict the terrain on the map, with correct colour shading. But the "Terrain ahead" and "Obstacle" warnings won´t be given for "look-ahead" scenarios. All other (conventional) modes are there, so you will get the "Terrain, Terrain", but later than the look-ahead warning would be issued. Omitted due to time constraints, possibly planning to add later.

Other systems

Wxr radar returns can only be displayed on the left EHSI/map. Omitted due to time constraints, definitely planning to add later.

Terrain colour display can only be shown on the left EHSI(map. Omitted due to time constraints, definitely planning to add later.

Flight attendant panel 1L. Including cabin light switches, ground service switch. Omitted due to time constraints, definitely planning to add later. The ground service switch can be "moved" through a sidebar menu.

Operating CB´s. We decided that most CB´s will never be moved in normal operation. We will add moveable CBs with the yellow collar later (to be used in abnormal situations), and possibly some others as well (standby altimeter vibrator!).

Automatic startup/shutdown "macros". Won´t add that. This plane is about realistic operation (it´s not hard!). If not desired, just select "ready to fly".

IRS using "false" position. It is not possible to deliberately enter a "false" position and have the IRS align to that. The entry will be rejected unless reasonably close to the real position. In the real plane the GPS would also "correct" your wrong entry (if close enough) or warn you. A position far from the old "shutdown" position would be rejected once. A wrong latitude would be detected during the alignment process...It would be a lot of coding effort to maintain a "wrong" position with the corresponding effects (map-shift, etc.)

A dedicated way to fly the same plane together in multiplayer. Something like smart-copilot, for example. Not added yet due to time constraints, but we are very eager to make something like this work. No promises, though, as getting this right for such a complex system with all of our internal variables and dataref is most likely very hard to accomplish.

Dedicated support for more advanced hardware like multiple thrust levers, flap levers, speed-brake levers and other cockpit hardware. Very eager and interested to make it work eventually, but nothing tested (might work, might not) for V1.0.

We are trying to be as upfront about the shortcomings of our model as possible. I have myself bought many aircraft for flight-simulations boasting great things, only to be disappointed. I want to avoid that for everyone, so if you find a "must have" feature on this list, I encourage you to hold off on purchase until we added your feature in a later patch.

I could make a feature list of things we have that would take you hours to read, but instead you can assume that our plane can do everything that the real one does, except for the things noted above.